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Post by Kirikami on Jul 22, 2013 19:45:39 GMT -5
Melee Weapons Melee weapons tend to use either raw Strength to deal damage from close range. Some allow for more agile fighting, combining Finesse and strength for combat, and with proper training solely Finesse.
Each weapon deals a certain amount of damage depending on it's make. Base damage is equal to 1/2 Strength in dice (rounded up) plus the weapon's damage die. Some weapons can be thrown, and thus their range increment and maximum range will be listed (#'/#'). This basic list of weapons will eventually be expanded.
Small, Light Weapons (+1d to conceal with Stealth)
Dagger: 1d+1, +2 to Parry, (4'/20')
Punching Dagger: 1d+2, +1 Parry
Main-gauche: 1d+1, +1d to Parry (3'/15')
Hatchet: 1d+2, +2 to Athletics to Climb, (3'/15')
Light, One Handed Weapon (Finesse Weapon)
Rapier: 2d, DR Piercing 1, ( X )
Machete: 2d+1, (2'/10')
Scimitar: 2d, +1 per roll of 6 on Wild, (2'/10')
Short Sword 2d, +1 to Parry, (4'/20')
Heavy, One Handed Weapons (May apply to Two-Handed Perks
Longsword: 2d+2, +1 to Parry
Katana: 3d, +1 per roll of 6 on Wild
Battleaxe: 2d+3, +1 for and against disarms, (2'/10')
Warhammer: 3d, +2 to breaking objects
Heavy, Two-Handed Weapons (-3 to opposing parry attempts with smaller weapons)
Greatsword: 3d+2, Brace
Great Axe: 3d+3, +1 for and against disarms
Spear: 2d+4, +1 to Parry (x/2')|(4'/20')
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